1294 lines
No EOL
37 KiB
C++
1294 lines
No EOL
37 KiB
C++
// leave this as first line for PCH reasons...
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//
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#include "../server/exe_headers.h"
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#ifndef __Q_SHARED_H
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#include "../game/q_shared.h"
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#endif
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#if !defined(TR_LOCAL_H)
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#include "../renderer/tr_local.h"
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#endif
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#include "../renderer/MatComp.h"
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#if !defined(G2_H_INC)
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#include "G2.h"
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#endif
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#if !defined (MINIHEAP_H_INC)
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#include "../qcommon/miniheap.h"
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#endif
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#define G2_MODEL_OK(g) ((g)&&(g)->mValid&&(g)->aHeader&&(g)->currentModel&&(g)->animModel)
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#include "../server/server.h"
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extern mdxaBone_t worldMatrix;
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extern mdxaBone_t worldMatrixInv;
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const mdxaBone_t &EvalBoneCache(int index,CBoneCache *boneCache);
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#pragma warning(disable : 4512) //assignment op could not be genereated
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class CTraceSurface
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{
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public:
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int surfaceNum;
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surfaceInfo_v &rootSList;
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const model_t *currentModel;
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const int lod;
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vec3_t rayStart;
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vec3_t rayEnd;
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CCollisionRecord *collRecMap;
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const int entNum;
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const int modelIndex;
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const skin_t *skin;
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const shader_t *cust_shader;
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int *TransformedVertsArray;
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const EG2_Collision eG2TraceType;
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bool hitOne;
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float m_fRadius;
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CTraceSurface(
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int initsurfaceNum,
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surfaceInfo_v &initrootSList,
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const model_t *initcurrentModel,
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int initlod,
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vec3_t initrayStart,
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vec3_t initrayEnd,
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CCollisionRecord *initcollRecMap,
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int initentNum,
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int initmodelIndex,
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const skin_t *initskin,
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const shader_t *initcust_shader,
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int *initTransformedVertsArray,
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const EG2_Collision einitG2TraceType,
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float fRadius
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):
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surfaceNum(initsurfaceNum),
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rootSList(initrootSList),
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currentModel(initcurrentModel),
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lod(initlod),
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collRecMap(initcollRecMap),
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entNum(initentNum),
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modelIndex(initmodelIndex),
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skin(initskin),
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cust_shader(initcust_shader),
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eG2TraceType(einitG2TraceType),
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hitOne(false),
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TransformedVertsArray(initTransformedVertsArray),
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m_fRadius(fRadius)
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{
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VectorCopy(initrayStart, rayStart);
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VectorCopy(initrayEnd, rayEnd);
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}
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};
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// assorted Ghoul 2 functions.
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// list all surfaces associated with a model
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void G2_List_Model_Surfaces(const char *fileName)
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{
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int i, x;
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model_t *mod_m = R_GetModelByHandle(RE_RegisterModel(fileName));
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mdxmSurfHierarchy_t *surf;
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surf = (mdxmSurfHierarchy_t *) ( (byte *)mod_m->mdxm + mod_m->mdxm->ofsSurfHierarchy );
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mdxmSurface_t *surface = (mdxmSurface_t *)((byte *)mod_m->mdxm + mod_m->mdxm->ofsLODs + sizeof(mdxmLOD_t));
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for ( x = 0 ; x < mod_m->mdxm->numSurfaces ; x++)
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{
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Com_Printf("Surface %i Name %s\n", x, surf->name);
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if (r_verbose->value)
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{
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Com_Printf("Num Descendants %i\n", surf->numChildren);
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for (i=0; i<surf->numChildren; i++)
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{
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Com_Printf("Descendant %i\n", surf->childIndexes[i]);
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}
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}
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// find the next surface
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surf = (mdxmSurfHierarchy_t *)( (byte *)surf + (int)( &((mdxmSurfHierarchy_t *)0)->childIndexes[ surf->numChildren ] ));
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surface =(mdxmSurface_t *)( (byte *)surface + surface->ofsEnd );
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}
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}
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// list all bones associated with a model
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void G2_List_Model_Bones(const char *fileName, int frame)
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{
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int x, i;
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mdxaSkel_t *skel;
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mdxaSkelOffsets_t *offsets;
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model_t *mod_m = R_GetModelByHandle(RE_RegisterModel(fileName));
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model_t *mod_a = R_GetModelByHandle(mod_m->mdxm->animIndex);
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// mdxaFrame_t *aframe=0;
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// int frameSize;
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mdxaHeader_t *header = mod_a->mdxa;
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// figure out where the offset list is
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offsets = (mdxaSkelOffsets_t *)((byte *)header + sizeof(mdxaHeader_t));
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// frameSize = (int)( &((mdxaFrame_t *)0)->boneIndexes[ header->numBones ] );
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// aframe = (mdxaFrame_t *)((byte *)header + header->ofsFrames + (frame * frameSize));
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// walk each bone and list it's name
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for (x=0; x< mod_a->mdxa->numBones; x++)
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{
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skel = (mdxaSkel_t *)((byte *)header + sizeof(mdxaHeader_t) + offsets->offsets[x]);
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Com_Printf("Bone %i Name %s\n", x, skel->name);
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Com_Printf("X pos %f, Y pos %f, Z pos %f\n", skel->BasePoseMat.matrix[0][3], skel->BasePoseMat.matrix[1][3], skel->BasePoseMat.matrix[2][3]);
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// if we are in verbose mode give us more details
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if (r_verbose->value)
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{
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Com_Printf("Num Descendants %i\n", skel->numChildren);
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for (i=0; i<skel->numChildren; i++)
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{
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Com_Printf("Num Descendants %i\n", skel->numChildren);
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}
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}
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}
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}
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/************************************************************************************************
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* G2_GetAnimFileName
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* obtain the .gla filename for a model
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*
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* Input
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* filename of model
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*
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* Output
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* true if we successfully obtained a filename, false otherwise
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*
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************************************************************************************************/
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qboolean G2_GetAnimFileName(const char *fileName, char **filename)
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{
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// find the model we want
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model_t *mod = R_GetModelByHandle(RE_RegisterModel(fileName));
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if (mod && mod->mdxm && (mod->mdxm->animName[0] != 0))
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{
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*filename = mod->mdxm->animName;
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return qtrue;
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}
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return qfalse;
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}
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/////////////////////////////////////////////////////////////////////
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//
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// Code for collision detection for models gameside
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//
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/////////////////////////////////////////////////////////////////////
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int G2_DecideTraceLod(CGhoul2Info &ghoul2, int useLod)
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{
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int returnLod = useLod;
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// if we are overriding the LOD at top level, then we can afford to only check this level of model
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if (ghoul2.mLodBias > returnLod)
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{
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returnLod = ghoul2.mLodBias;
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}
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assert(G2_MODEL_OK(&ghoul2));
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assert(ghoul2.currentModel);
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assert(ghoul2.currentModel->mdxm);
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//what about r_lodBias?
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// now ensure that we haven't selected a lod that doesn't exist for this model
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if ( returnLod >= ghoul2.currentModel->mdxm->numLODs )
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{
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returnLod = ghoul2.currentModel->mdxm->numLODs - 1;
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}
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return returnLod;
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}
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void R_TransformEachSurface( const mdxmSurface_t *surface, vec3_t scale, CMiniHeap *G2VertSpace, int *TransformedVertsArray,CBoneCache *boneCache)
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{
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int j, k;
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mdxmVertex_t *v;
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float *TransformedVerts;
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//
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// deform the vertexes by the lerped bones
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//
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int *piBoneReferences = (int*) ((byte*)surface + surface->ofsBoneReferences);
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// alloc some space for the transformed verts to get put in
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TransformedVerts = (float *)G2VertSpace->MiniHeapAlloc(surface->numVerts * 5 * 4);
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TransformedVertsArray[surface->thisSurfaceIndex] = (int)TransformedVerts;
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if (!TransformedVerts)
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{
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Com_Error(ERR_DROP, "Ran out of transform space for Ghoul2 Models. Adjust MiniHeapSize in SV_SpawnServer.\n");
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}
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// whip through and actually transform each vertex
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const int numVerts = surface->numVerts;
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v = (mdxmVertex_t *) ((byte *)surface + surface->ofsVerts);
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mdxmVertexTexCoord_t *pTexCoords = (mdxmVertexTexCoord_t *) &v[numVerts];
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// optimisation issue
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if ((scale[0] != 1.0) || (scale[1] != 1.0) || (scale[2] != 1.0))
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{
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for ( j = 0; j < numVerts; j++ )
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{
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vec3_t tempVert, tempNormal;
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// mdxmWeight_t *w;
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VectorClear( tempVert );
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VectorClear( tempNormal );
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// w = v->weights;
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const int iNumWeights = G2_GetVertWeights( v );
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float fTotalWeight = 0.0f;
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for ( k = 0 ; k < iNumWeights ; k++ )
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{
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int iBoneIndex = G2_GetVertBoneIndex( v, k );
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float fBoneWeight = G2_GetVertBoneWeight( v, k, fTotalWeight, iNumWeights );
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const mdxaBone_t &bone=EvalBoneCache(piBoneReferences[iBoneIndex],boneCache);
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tempVert[0] += fBoneWeight * ( DotProduct( bone.matrix[0], v->vertCoords ) + bone.matrix[0][3] );
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tempVert[1] += fBoneWeight * ( DotProduct( bone.matrix[1], v->vertCoords ) + bone.matrix[1][3] );
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tempVert[2] += fBoneWeight * ( DotProduct( bone.matrix[2], v->vertCoords ) + bone.matrix[2][3] );
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tempNormal[0] += fBoneWeight * DotProduct( bone.matrix[0], v->normal );
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tempNormal[1] += fBoneWeight * DotProduct( bone.matrix[1], v->normal );
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tempNormal[2] += fBoneWeight * DotProduct( bone.matrix[2], v->normal );
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}
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int pos = j * 5;
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// copy tranformed verts into temp space
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TransformedVerts[pos++] = tempVert[0] * scale[0];
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TransformedVerts[pos++] = tempVert[1] * scale[1];
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TransformedVerts[pos++] = tempVert[2] * scale[2];
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// we will need the S & T coors too for hitlocation and hitmaterial stuff
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TransformedVerts[pos++] = pTexCoords[j].texCoords[0];
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TransformedVerts[pos] = pTexCoords[j].texCoords[1];
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v++;// = (mdxmVertex_t *)&v->weights[/*v->numWeights*/surface->maxVertBoneWeights];
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}
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}
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else
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{
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int pos = 0;
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for ( j = 0; j < numVerts; j++ )
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{
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vec3_t tempVert, tempNormal;
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// const mdxmWeight_t *w;
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VectorClear( tempVert );
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VectorClear( tempNormal );
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// w = v->weights;
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const int iNumWeights = G2_GetVertWeights( v );
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float fTotalWeight = 0.0f;
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for ( k = 0 ; k < iNumWeights ; k++ )
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{
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int iBoneIndex = G2_GetVertBoneIndex( v, k );
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float fBoneWeight = G2_GetVertBoneWeight( v, k, fTotalWeight, iNumWeights );
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const mdxaBone_t &bone=EvalBoneCache(piBoneReferences[iBoneIndex],boneCache);
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tempVert[0] += fBoneWeight * ( DotProduct( bone.matrix[0], v->vertCoords ) + bone.matrix[0][3] );
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tempVert[1] += fBoneWeight * ( DotProduct( bone.matrix[1], v->vertCoords ) + bone.matrix[1][3] );
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tempVert[2] += fBoneWeight * ( DotProduct( bone.matrix[2], v->vertCoords ) + bone.matrix[2][3] );
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tempNormal[0] += fBoneWeight * DotProduct( bone.matrix[0], v->normal );
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tempNormal[1] += fBoneWeight * DotProduct( bone.matrix[1], v->normal );
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tempNormal[2] += fBoneWeight * DotProduct( bone.matrix[2], v->normal );
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}
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// copy tranformed verts into temp space
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TransformedVerts[pos++] = tempVert[0];
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TransformedVerts[pos++] = tempVert[1];
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TransformedVerts[pos++] = tempVert[2];
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// we will need the S & T coors too for hitlocation and hitmaterial stuff
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TransformedVerts[pos++] = pTexCoords[j].texCoords[0];
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TransformedVerts[pos++] = pTexCoords[j].texCoords[1];
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v++;// = (mdxmVertex_t *)&v->weights[/*v->numWeights*/surface->maxVertBoneWeights];
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}
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}
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}
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void G2_TransformSurfaces(int surfaceNum, surfaceInfo_v &rootSList,
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CBoneCache *boneCache, const model_t *currentModel, int lod, vec3_t scale, CMiniHeap *G2VertSpace, int *TransformedVertArray, bool secondTimeAround)
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{
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int i;
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assert(currentModel);
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assert(currentModel->mdxm);
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// back track and get the surfinfo struct for this surface
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const mdxmSurface_t *surface = (mdxmSurface_t *)G2_FindSurface(currentModel, surfaceNum, lod);
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const mdxmHierarchyOffsets_t *surfIndexes = (mdxmHierarchyOffsets_t *)((byte *)currentModel->mdxm + sizeof(mdxmHeader_t));
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const mdxmSurfHierarchy_t *surfInfo = (mdxmSurfHierarchy_t *)((byte *)surfIndexes + surfIndexes->offsets[surface->thisSurfaceIndex]);
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// see if we have an override surface in the surface list
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const surfaceInfo_t *surfOverride = G2_FindOverrideSurface(surfaceNum, rootSList);
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// really, we should use the default flags for this surface unless it's been overriden
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int offFlags = surfInfo->flags;
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if (surfOverride)
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{
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offFlags = surfOverride->offFlags;
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}
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// if this surface is not off, add it to the shader render list
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if (!offFlags)
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{
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R_TransformEachSurface(surface, scale, G2VertSpace, TransformedVertArray, boneCache);
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}
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// if we are turning off all descendants, then stop this recursion now
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if (offFlags & G2SURFACEFLAG_NODESCENDANTS)
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{
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return;
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}
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// now recursively call for the children
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for (i=0; i< surfInfo->numChildren; i++)
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{
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G2_TransformSurfaces(surfInfo->childIndexes[i], rootSList, boneCache, currentModel, lod, scale, G2VertSpace, TransformedVertArray, secondTimeAround);
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}
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}
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// main calling point for the model transform for collision detection. At this point all of the skeleton has been transformed.
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void G2_TransformModel(CGhoul2Info_v &ghoul2, const int frameNum, vec3_t scale, CMiniHeap *G2VertSpace, int useLod)
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{
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int i, lod;
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vec3_t correctScale;
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VectorCopy(scale, correctScale);
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// check for scales of 0 - that's the default I believe
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if (!scale[0])
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{
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correctScale[0] = 1.0;
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}
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if (!scale[1])
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{
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correctScale[1] = 1.0;
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}
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if (!scale[2])
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{
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correctScale[2] = 1.0;
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}
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// walk each possible model for this entity and try rendering it out
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for (i=0; i<ghoul2.size(); i++)
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{
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CGhoul2Info &g=ghoul2[i];
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// don't bother with models that we don't care about.
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if (!g.mValid)
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{
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continue;
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}
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assert(g.mBoneCache);
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assert(G2_MODEL_OK(&g));
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// stop us building this model more than once per frame
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g.mMeshFrameNum = frameNum;
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// decide the LOD
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lod = G2_DecideTraceLod(g, useLod);
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// give us space for the transformed vertex array to be put in
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ghoul2[i].mTransformedVertsArray = (int*)G2VertSpace->MiniHeapAlloc(g.currentModel->mdxm->numSurfaces * 4);
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if (!g.mTransformedVertsArray)
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{
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Com_Error(ERR_DROP, "Ran out of transform space for Ghoul2 Models. Adjust MiniHeapSize in SV_SpawnServer.\n");
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}
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memset(g.mTransformedVertsArray, 0,(g.currentModel->mdxm->numSurfaces * 4));
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G2_FindOverrideSurface(-1,g.mSlist); //reset the quick surface override lookup;
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// recursively call the model surface transform
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G2_TransformSurfaces(g.mSurfaceRoot, g.mSlist, g.mBoneCache, g.currentModel, lod, correctScale, G2VertSpace, g.mTransformedVertsArray, false);
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}
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}
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// work out how much space a triangle takes
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static float G2_AreaOfTri(const vec3_t A, const vec3_t B, const vec3_t C)
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{
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vec3_t cross, ab, cb;
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VectorSubtract(A, B, ab);
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VectorSubtract(C, B, cb);
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CrossProduct(ab, cb, cross);
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return VectorLength(cross);
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}
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// actually determine the S and T of the coordinate we hit in a given poly
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static void G2_BuildHitPointST( const vec3_t A, const float SA, const float TA,
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const vec3_t B, const float SB, const float TB,
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const vec3_t C, const float SC, const float TC,
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const vec3_t P, float *s, float *t,float &bary_i,float &bary_j)
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{
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float areaABC = G2_AreaOfTri(A, B, C);
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float i = G2_AreaOfTri(P, B, C) / areaABC;
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bary_i=i;
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float j = G2_AreaOfTri(A, P, C) / areaABC;
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bary_j=j;
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float k = G2_AreaOfTri(A, B, P) / areaABC;
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*s = SA * i + SB * j + SC * k;
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*t = TA * i + TB * j + TC * k;
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*s=fmod(*s, 1);
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if (*s< 0)
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{
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*s+= 1.0;
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}
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*t=fmod(*t, 1);
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if (*t< 0)
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{
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*t+= 1.0;
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}
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}
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// routine that works out given a ray whether or not it hits a poly
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qboolean G2_SegmentTriangleTest( const vec3_t start, const vec3_t end,
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const vec3_t A, const vec3_t B, const vec3_t C,
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qboolean backFaces,qboolean frontFaces,vec3_t returnedPoint,vec3_t returnedNormal, float *denom)
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{
|
|
static const float tiny=1E-10f;
|
|
vec3_t returnedNormalT;
|
|
vec3_t edgeAC;
|
|
|
|
VectorSubtract(C, A, edgeAC);
|
|
VectorSubtract(B, A, returnedNormalT);
|
|
|
|
CrossProduct(returnedNormalT, edgeAC, returnedNormal);
|
|
|
|
vec3_t ray;
|
|
VectorSubtract(end, start, ray);
|
|
|
|
*denom=DotProduct(ray, returnedNormal);
|
|
|
|
if (fabs(*denom)<tiny|| // triangle parallel to ray
|
|
(!backFaces && *denom>0)|| // not accepting back faces
|
|
(!frontFaces && *denom<0)) //not accepting front faces
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
vec3_t toPlane;
|
|
VectorSubtract(A, start, toPlane);
|
|
|
|
float t=DotProduct(toPlane, returnedNormal)/ *denom;
|
|
|
|
if (t<0.0f||t>1.0f)
|
|
{
|
|
return qfalse; // off segment
|
|
}
|
|
|
|
VectorScale(ray, t, ray);
|
|
|
|
VectorAdd(ray, start, returnedPoint);
|
|
|
|
vec3_t edgePA;
|
|
VectorSubtract(A, returnedPoint, edgePA);
|
|
|
|
vec3_t edgePB;
|
|
VectorSubtract(B, returnedPoint, edgePB);
|
|
|
|
vec3_t edgePC;
|
|
VectorSubtract(C, returnedPoint, edgePC);
|
|
|
|
vec3_t temp;
|
|
|
|
CrossProduct(edgePA, edgePB, temp);
|
|
if (DotProduct(temp, returnedNormal)<0.0f)
|
|
{
|
|
return qfalse; // off triangle
|
|
}
|
|
|
|
CrossProduct(edgePC, edgePA, temp);
|
|
if (DotProduct(temp,returnedNormal)<0.0f)
|
|
{
|
|
return qfalse; // off triangle
|
|
}
|
|
|
|
CrossProduct(edgePB, edgePC, temp);
|
|
if (DotProduct(temp, returnedNormal)<0.0f)
|
|
{
|
|
return qfalse; // off triangle
|
|
}
|
|
return qtrue;
|
|
}
|
|
|
|
// now we're at poly level, check each model space transformed poly against the model world transfomed ray
|
|
static bool G2_TracePolys(const mdxmSurface_t *surface, const mdxmSurfHierarchy_t *surfInfo, CTraceSurface &TS)
|
|
{
|
|
int j, numTris;
|
|
|
|
// whip through and actually transform each vertex
|
|
const mdxmTriangle_t *tris = (mdxmTriangle_t *) ((byte *)surface + surface->ofsTriangles);
|
|
const float *verts = (float *)TS.TransformedVertsArray[surface->thisSurfaceIndex];
|
|
numTris = surface->numTriangles;
|
|
for ( j = 0; j < numTris; j++ )
|
|
{
|
|
float face;
|
|
vec3_t hitPoint, normal;
|
|
// determine actual coords for this triangle
|
|
const float *point1 = &verts[(tris[j].indexes[0] * 5)];
|
|
const float *point2 = &verts[(tris[j].indexes[1] * 5)];
|
|
const float *point3 = &verts[(tris[j].indexes[2] * 5)];
|
|
// did we hit it?
|
|
if (G2_SegmentTriangleTest(TS.rayStart, TS.rayEnd, point1, point2, point3, qtrue, qtrue, hitPoint, normal, &face))
|
|
{ // find space in the collision records for this record
|
|
for (int i=0; i<MAX_G2_COLLISIONS;i++)
|
|
{
|
|
if (TS.collRecMap[i].mEntityNum == -1)
|
|
{
|
|
CCollisionRecord &newCol = TS.collRecMap[i];
|
|
vec3_t distVect;
|
|
float x_pos = 0, y_pos = 0;
|
|
|
|
newCol.mPolyIndex = j;
|
|
newCol.mEntityNum = TS.entNum;
|
|
newCol.mSurfaceIndex = surface->thisSurfaceIndex;
|
|
newCol.mModelIndex = TS.modelIndex;
|
|
if (face>0)
|
|
{
|
|
newCol.mFlags = G2_FRONTFACE;
|
|
}
|
|
else
|
|
{
|
|
newCol.mFlags = G2_BACKFACE;
|
|
}
|
|
|
|
VectorSubtract(hitPoint, TS.rayStart, distVect);
|
|
newCol.mDistance = VectorLength(distVect);
|
|
|
|
// put the hit point back into world space
|
|
TransformAndTranslatePoint(hitPoint, newCol.mCollisionPosition, &worldMatrix);
|
|
|
|
// transform normal (but don't translate) into world angles
|
|
TransformPoint(normal, newCol.mCollisionNormal, &worldMatrix);
|
|
VectorNormalize(newCol.mCollisionNormal);
|
|
|
|
newCol.mMaterial = newCol.mLocation = 0;
|
|
|
|
// Determine our location within the texture, and barycentric coordinates
|
|
G2_BuildHitPointST(point1, point1[3], point1[4],
|
|
point2, point2[3], point2[4],
|
|
point3, point3[3], point3[4],
|
|
hitPoint, &x_pos, &y_pos,newCol.mBarycentricI,newCol.mBarycentricJ);
|
|
|
|
/*
|
|
const shader_t *shader = 0;
|
|
// now, we know what surface this hit belongs to, we need to go get the shader handle so we can get the correct hit location and hit material info
|
|
if ( cust_shader )
|
|
{
|
|
shader = cust_shader;
|
|
}
|
|
else if ( skin )
|
|
{
|
|
int j;
|
|
|
|
// match the surface name to something in the skin file
|
|
shader = tr.defaultShader;
|
|
for ( j = 0 ; j < skin->numSurfaces ; j++ )
|
|
{
|
|
// the names have both been lowercased
|
|
if ( !strcmp( skin->surfaces[j]->name, surfInfo->name ) )
|
|
{
|
|
shader = skin->surfaces[j]->shader;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
shader = R_GetShaderByHandle( surfInfo->shaderIndex );
|
|
}
|
|
|
|
// do we even care to decide what the hit or location area's are? If we don't have them in the shader there is little point
|
|
if ((shader->hitLocation) || (shader->hitMaterial))
|
|
{
|
|
// ok, we have a floating point position. - determine location in data we need to look at
|
|
if (shader->hitLocation)
|
|
{
|
|
newCol.mLocation = *(hitMatReg[shader->hitLocation].loc +
|
|
((int)(y_pos * hitMatReg[shader->hitLocation].height) * hitMatReg[shader->hitLocation].width) +
|
|
((int)(x_pos * hitMatReg[shader->hitLocation].width)));
|
|
Com_Printf("G2_TracePolys hit location: %d\n", newCol.mLocation);
|
|
}
|
|
|
|
if (shader->hitMaterial)
|
|
{
|
|
newCol.mMaterial = *(hitMatReg[shader->hitMaterial].loc +
|
|
((int)(y_pos * hitMatReg[shader->hitMaterial].height) * hitMatReg[shader->hitMaterial].width) +
|
|
((int)(x_pos * hitMatReg[shader->hitMaterial].width)));
|
|
}
|
|
}
|
|
*/
|
|
// exit now if we should
|
|
if (TS.eG2TraceType == G2_RETURNONHIT)
|
|
{
|
|
TS.hitOne = true;
|
|
return true;
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
if (i==MAX_G2_COLLISIONS)
|
|
{
|
|
assert(i!=MAX_G2_COLLISIONS); // run out of collision record space - will probalbly never happen
|
|
TS.hitOne = true; //force stop recursion
|
|
return true; // return true to avoid wasting further time, but no hit will result without a record
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
struct SVertexTemp
|
|
{
|
|
int flags;
|
|
// int touch;
|
|
// int newindex;
|
|
// float tex[2];
|
|
SVertexTemp()
|
|
{
|
|
// touch=0;
|
|
}
|
|
};
|
|
|
|
#define MAX_GORE_VERTS (3000)
|
|
static SVertexTemp GoreVerts[MAX_GORE_VERTS];
|
|
|
|
// now we're at poly level, check each model space transformed poly against the model world transfomed ray
|
|
static bool G2_RadiusTracePolys(
|
|
const mdxmSurface_t *surface,
|
|
CTraceSurface &TS
|
|
)
|
|
{
|
|
int j;
|
|
vec3_t basis1;
|
|
vec3_t basis2;
|
|
vec3_t taxis;
|
|
vec3_t saxis;
|
|
|
|
basis2[0]=0.0f;
|
|
basis2[1]=0.0f;
|
|
basis2[2]=1.0f;
|
|
|
|
vec3_t v3RayDir;
|
|
VectorSubtract(TS.rayEnd, TS.rayStart, v3RayDir);
|
|
|
|
CrossProduct(v3RayDir,basis2,basis1);
|
|
|
|
if (DotProduct(basis1,basis1)<.1f)
|
|
{
|
|
basis2[0]=0.0f;
|
|
basis2[1]=1.0f;
|
|
basis2[2]=0.0f;
|
|
CrossProduct(v3RayDir,basis2,basis1);
|
|
}
|
|
|
|
CrossProduct(v3RayDir,basis1,basis2);
|
|
// Give me a shot direction not a bunch of zeros :) -Gil
|
|
// assert(DotProduct(basis1,basis1)>.0001f);
|
|
// assert(DotProduct(basis2,basis2)>.0001f);
|
|
|
|
VectorNormalize(basis1);
|
|
VectorNormalize(basis2);
|
|
|
|
const float c=cos(0);//theta
|
|
const float s=sin(0);//theta
|
|
|
|
VectorScale(basis1, 0.5f * c / TS.m_fRadius,taxis);
|
|
VectorMA(taxis, 0.5f * s / TS.m_fRadius,basis2,taxis);
|
|
|
|
VectorScale(basis1,-0.5f * s /TS.m_fRadius,saxis);
|
|
VectorMA( saxis, 0.5f * c /TS.m_fRadius,basis2,saxis);
|
|
|
|
const float * const verts = (float *)TS.TransformedVertsArray[surface->thisSurfaceIndex];
|
|
const int numVerts = surface->numVerts;
|
|
|
|
int flags=63;
|
|
//rayDir/=lengthSquared(raydir);
|
|
const float f = VectorLengthSquared(v3RayDir);
|
|
v3RayDir[0]/=f;
|
|
v3RayDir[1]/=f;
|
|
v3RayDir[2]/=f;
|
|
|
|
for ( j = 0; j < numVerts; j++ )
|
|
{
|
|
const int pos=j*5;
|
|
vec3_t delta;
|
|
delta[0]=verts[pos+0]-TS.rayStart[0];
|
|
delta[1]=verts[pos+1]-TS.rayStart[1];
|
|
delta[2]=verts[pos+2]-TS.rayStart[2];
|
|
const float s=DotProduct(delta,saxis)+0.5f;
|
|
const float t=DotProduct(delta,taxis)+0.5f;
|
|
const float u=DotProduct(delta,v3RayDir);
|
|
int vflags=0;
|
|
|
|
if (s>0)
|
|
{
|
|
vflags|=1;
|
|
}
|
|
if (s<1)
|
|
{
|
|
vflags|=2;
|
|
}
|
|
if (t>0)
|
|
{
|
|
vflags|=4;
|
|
}
|
|
if (t<1)
|
|
{
|
|
vflags|=8;
|
|
}
|
|
if (u>0)
|
|
{
|
|
vflags|=16;
|
|
}
|
|
if (u<1)
|
|
{
|
|
vflags|=32;
|
|
}
|
|
|
|
vflags=(~vflags);
|
|
flags&=vflags;
|
|
GoreVerts[j].flags=vflags;
|
|
}
|
|
|
|
if (flags)
|
|
{
|
|
return false; // completely off the gore splotch (so presumably hit nothing? -Ste)
|
|
}
|
|
const int numTris = surface->numTriangles;
|
|
const mdxmTriangle_t * const tris = (mdxmTriangle_t *) ((byte *)surface + surface->ofsTriangles);
|
|
|
|
for ( j = 0; j < numTris; j++ )
|
|
{
|
|
assert(tris[j].indexes[0]>=0&&tris[j].indexes[0]<numVerts);
|
|
assert(tris[j].indexes[1]>=0&&tris[j].indexes[1]<numVerts);
|
|
assert(tris[j].indexes[2]>=0&&tris[j].indexes[2]<numVerts);
|
|
flags=63&
|
|
GoreVerts[tris[j].indexes[0]].flags&
|
|
GoreVerts[tris[j].indexes[1]].flags&
|
|
GoreVerts[tris[j].indexes[2]].flags;
|
|
if (flags)
|
|
{
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
// we hit a triangle, so init a collision record...
|
|
//
|
|
for (int i=0; i<MAX_G2_COLLISIONS;i++)
|
|
{
|
|
if (TS.collRecMap[i].mEntityNum == -1)
|
|
{
|
|
CCollisionRecord &newCol = TS.collRecMap[i];
|
|
|
|
newCol.mPolyIndex = j;
|
|
newCol.mEntityNum = TS.entNum;
|
|
newCol.mSurfaceIndex = surface->thisSurfaceIndex;
|
|
newCol.mModelIndex = TS.modelIndex;
|
|
// if (face>0)
|
|
// {
|
|
newCol.mFlags = G2_FRONTFACE;
|
|
// }
|
|
// else
|
|
// {
|
|
// newCol.mFlags = G2_BACKFACE;
|
|
// }
|
|
|
|
//get normal from triangle
|
|
const float *A = &verts[(tris[j].indexes[0] * 5)];
|
|
const float *B = &verts[(tris[j].indexes[1] * 5)];
|
|
const float *C = &verts[(tris[j].indexes[2] * 5)];
|
|
vec3_t normal;
|
|
vec3_t edgeAC, edgeBA;
|
|
|
|
VectorSubtract(C, A, edgeAC);
|
|
VectorSubtract(B, A, edgeBA);
|
|
CrossProduct(edgeBA, edgeAC, normal);
|
|
|
|
// transform normal (but don't translate) into world angles
|
|
TransformPoint(normal, newCol.mCollisionNormal, &worldMatrix);
|
|
VectorNormalize(newCol.mCollisionNormal);
|
|
|
|
newCol.mMaterial = newCol.mLocation = 0;
|
|
// exit now if we should
|
|
if (TS.eG2TraceType == G2_RETURNONHIT)
|
|
{
|
|
TS.hitOne = true;
|
|
return true;
|
|
}
|
|
|
|
//i don't know the hitPoint, but let's just assume it's the first vert for now...
|
|
const float *hitPoint = A;
|
|
vec3_t distVect;
|
|
|
|
VectorSubtract(hitPoint, TS.rayStart, distVect);
|
|
newCol.mDistance = VectorLength(distVect);
|
|
|
|
// put the hit point back into world space
|
|
TransformAndTranslatePoint(hitPoint, newCol.mCollisionPosition, &worldMatrix);
|
|
newCol.mBarycentricI = newCol.mBarycentricJ = 0.0f;
|
|
|
|
break;
|
|
}
|
|
}
|
|
if (i==MAX_G2_COLLISIONS)
|
|
{
|
|
//assert(i!=MAX_G2_COLLISIONS); // run out of collision record space - happens OFTEN
|
|
TS.hitOne = true; //force stop recursion
|
|
return true; // return true to avoid wasting further time, but no hit will result without a record
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
// look at a surface and then do the trace on each poly
|
|
static void G2_TraceSurfaces(CTraceSurface &TS)
|
|
{
|
|
int i;
|
|
// back track and get the surfinfo struct for this surface
|
|
assert(TS.currentModel);
|
|
assert(TS.currentModel->mdxm);
|
|
const mdxmSurface_t *surface = (mdxmSurface_t *)G2_FindSurface(TS.currentModel, TS.surfaceNum, TS.lod);
|
|
const mdxmHierarchyOffsets_t *surfIndexes = (mdxmHierarchyOffsets_t *)((byte *)TS.currentModel->mdxm + sizeof(mdxmHeader_t));
|
|
const mdxmSurfHierarchy_t *surfInfo = (mdxmSurfHierarchy_t *)((byte *)surfIndexes + surfIndexes->offsets[surface->thisSurfaceIndex]);
|
|
|
|
// see if we have an override surface in the surface list
|
|
const surfaceInfo_t *surfOverride = G2_FindOverrideSurface(TS.surfaceNum, TS.rootSList);
|
|
|
|
// don't allow recursion if we've already hit a polygon
|
|
if (TS.hitOne)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// really, we should use the default flags for this surface unless it's been overriden
|
|
int offFlags = surfInfo->flags;
|
|
|
|
// set the off flags if we have some
|
|
if (surfOverride)
|
|
{
|
|
offFlags = surfOverride->offFlags;
|
|
}
|
|
|
|
// if this surface is not off, try to hit it
|
|
if (!offFlags)
|
|
{
|
|
if (!(fabs(TS.m_fRadius) < 0.1)) // if not a point-trace
|
|
{
|
|
// .. then use radius check
|
|
//
|
|
if (G2_RadiusTracePolys(surface, // const mdxmSurface_t *surface,
|
|
TS
|
|
)
|
|
&& (TS.eG2TraceType == G2_RETURNONHIT)
|
|
)
|
|
{
|
|
TS.hitOne = true;
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// go away and trace the polys in this surface
|
|
if (G2_TracePolys(surface, surfInfo, TS)
|
|
&& (TS.eG2TraceType == G2_RETURNONHIT)
|
|
)
|
|
{
|
|
// ok, we hit one, *and* we want to return instantly because the returnOnHit is set
|
|
// so indicate we've hit one, so other surfaces don't get hit and return
|
|
TS.hitOne = true;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// if we are turning off all descendants, then stop this recursion now
|
|
if (offFlags & G2SURFACEFLAG_NODESCENDANTS)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// now recursively call for the children
|
|
for (i=0; i< surfInfo->numChildren && !TS.hitOne; i++)
|
|
{
|
|
TS.surfaceNum = surfInfo->childIndexes[i];
|
|
G2_TraceSurfaces(TS);
|
|
}
|
|
}
|
|
|
|
void G2_TraceModels(CGhoul2Info_v &ghoul2, vec3_t rayStart, vec3_t rayEnd, CCollisionRecord *collRecMap, int entNum, EG2_Collision eG2TraceType, int useLod, float fRadius)
|
|
{
|
|
int i, lod;
|
|
skin_t *skin;
|
|
shader_t *cust_shader;
|
|
|
|
// walk each possible model for this entity and try tracing against it
|
|
for (i=0; i<ghoul2.size(); i++)
|
|
{
|
|
// don't bother with models that we don't care about.
|
|
if (!ghoul2[i].mValid)
|
|
{
|
|
continue;
|
|
}
|
|
assert(G2_MODEL_OK(&ghoul2[i]));
|
|
// do we really want to collide with this object?
|
|
if (ghoul2[i].mFlags & GHOUL2_NOCOLLIDE)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (ghoul2[i].mCustomShader)
|
|
{
|
|
cust_shader = R_GetShaderByHandle(ghoul2[i].mCustomShader );
|
|
}
|
|
else
|
|
{
|
|
cust_shader = NULL;
|
|
}
|
|
|
|
// figure out the custom skin thing
|
|
if ( ghoul2[i].mSkin > 0 && ghoul2[i].mSkin < tr.numSkins )
|
|
{
|
|
skin = R_GetSkinByHandle( ghoul2[i].mSkin );
|
|
}
|
|
else
|
|
{
|
|
skin = NULL;
|
|
}
|
|
|
|
lod = G2_DecideTraceLod(ghoul2[i],useLod);
|
|
|
|
//reset the quick surface override lookup
|
|
G2_FindOverrideSurface(-1, ghoul2[i].mSlist);
|
|
|
|
CTraceSurface TS(ghoul2[i].mSurfaceRoot, ghoul2[i].mSlist, ghoul2[i].currentModel, lod, rayStart, rayEnd, collRecMap, entNum, i, skin, cust_shader, ghoul2[i].mTransformedVertsArray, eG2TraceType, fRadius);
|
|
// start the surface recursion loop
|
|
G2_TraceSurfaces(TS);
|
|
|
|
// if we've hit one surface on one model, don't bother doing the rest
|
|
if (TS.hitOne)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void TransformPoint (const vec3_t in, vec3_t out, mdxaBone_t *mat) {
|
|
for (int i=0;i<3;i++)
|
|
{
|
|
out[i]= in[0]*mat->matrix[i][0] + in[1]*mat->matrix[i][1] + in[2]*mat->matrix[i][2];
|
|
}
|
|
}
|
|
|
|
void TransformAndTranslatePoint (const vec3_t in, vec3_t out, mdxaBone_t *mat) {
|
|
|
|
for (int i=0;i<3;i++)
|
|
{
|
|
out[i]= in[0]*mat->matrix[i][0] + in[1]*mat->matrix[i][1] + in[2]*mat->matrix[i][2] + mat->matrix[i][3];
|
|
}
|
|
}
|
|
|
|
|
|
// create a matrix using a set of angles
|
|
void Create_Matrix(const float *angle, mdxaBone_t *matrix)
|
|
{
|
|
vec3_t axis[3];
|
|
|
|
// convert angles to axis
|
|
AnglesToAxis( angle, axis );
|
|
matrix->matrix[0][0] = axis[0][0];
|
|
matrix->matrix[1][0] = axis[0][1];
|
|
matrix->matrix[2][0] = axis[0][2];
|
|
|
|
matrix->matrix[0][1] = axis[1][0];
|
|
matrix->matrix[1][1] = axis[1][1];
|
|
matrix->matrix[2][1] = axis[1][2];
|
|
|
|
matrix->matrix[0][2] = axis[2][0];
|
|
matrix->matrix[1][2] = axis[2][1];
|
|
matrix->matrix[2][2] = axis[2][2];
|
|
|
|
matrix->matrix[0][3] = 0;
|
|
matrix->matrix[1][3] = 0;
|
|
matrix->matrix[2][3] = 0;
|
|
|
|
|
|
}
|
|
|
|
// given a matrix, generate the inverse of that matrix
|
|
void Inverse_Matrix(mdxaBone_t *src, mdxaBone_t *dest)
|
|
{
|
|
int i, j;
|
|
|
|
for (i = 0; i < 3; i++)
|
|
{
|
|
for (j = 0; j < 3; j++)
|
|
{
|
|
dest->matrix[i][j]=src->matrix[j][i];
|
|
}
|
|
}
|
|
for (i = 0; i < 3; i++)
|
|
{
|
|
dest->matrix[i][3]=0;
|
|
for (j = 0; j < 3; j++)
|
|
{
|
|
dest->matrix[i][3]-=dest->matrix[i][j]*src->matrix[j][3];
|
|
}
|
|
}
|
|
}
|
|
|
|
// generate the world matrix for a given set of angles and origin - called from lots of places
|
|
void G2_GenerateWorldMatrix(const vec3_t angles, const vec3_t origin)
|
|
{
|
|
Create_Matrix(angles, &worldMatrix);
|
|
worldMatrix.matrix[0][3] = origin[0];
|
|
worldMatrix.matrix[1][3] = origin[1];
|
|
worldMatrix.matrix[2][3] = origin[2];
|
|
|
|
Inverse_Matrix(&worldMatrix, &worldMatrixInv);
|
|
}
|
|
|
|
// go away and determine what the pointer for a specific surface definition within the model definition is
|
|
void *G2_FindSurface(const model_s *mod, int index, int lod)
|
|
{
|
|
assert(mod);
|
|
assert(mod->mdxm);
|
|
|
|
// point at first lod list
|
|
byte *current = (byte*)((int)mod->mdxm + (int)mod->mdxm->ofsLODs);
|
|
int i;
|
|
|
|
//walk the lods
|
|
assert(lod>=0&&lod<mod->mdxm->numLODs);
|
|
for (i=0; i<lod; i++)
|
|
{
|
|
mdxmLOD_t *lodData = (mdxmLOD_t *)current;
|
|
current += lodData->ofsEnd;
|
|
}
|
|
|
|
// avoid the lod pointer data structure
|
|
current += sizeof(mdxmLOD_t);
|
|
|
|
mdxmLODSurfOffset_t *indexes = (mdxmLODSurfOffset_t *)current;
|
|
// we are now looking at the offset array
|
|
assert(index>=0&&index<mod->mdxm->numSurfaces);
|
|
current += indexes->offsets[index];
|
|
|
|
return (void *)current;
|
|
}
|
|
|
|
#define SURFACE_SAVE_BLOCK_SIZE sizeof(surfaceInfo_t)
|
|
#define BOLT_SAVE_BLOCK_SIZE sizeof(boltInfo_t)
|
|
#define BONE_SAVE_BLOCK_SIZE sizeof(boneInfo_t)
|
|
|
|
qboolean G2_SaveGhoul2Models(CGhoul2Info_v &ghoul2, char **buffer, int *size)
|
|
{
|
|
|
|
// is there anything to save?
|
|
if (!ghoul2.IsValid()||!ghoul2.size())
|
|
{
|
|
*buffer = (char *)Z_Malloc(4, TAG_GHOUL2, qfalse);
|
|
int *tempBuffer = (int *)*buffer;
|
|
*tempBuffer = 0;
|
|
*size = 4;
|
|
return qtrue;
|
|
}
|
|
|
|
// yeah, lets get busy
|
|
*size = 0;
|
|
|
|
// this one isn't a define since I couldn't work out how to figure it out at compile time
|
|
int ghoul2BlockSize = (int)&ghoul2[0].mTransformedVertsArray - (int)&ghoul2[0].mModelindex;
|
|
|
|
// add in count for number of ghoul2 models
|
|
*size += 4;
|
|
// start out working out the total size of the buffer we need to allocate
|
|
for (int i=0; i<ghoul2.size();i++)
|
|
{
|
|
*size += ghoul2BlockSize;
|
|
// add in count for number of surfaces
|
|
*size += 4;
|
|
*size += (ghoul2[i].mSlist.size() * SURFACE_SAVE_BLOCK_SIZE);
|
|
// add in count for number of bones
|
|
*size += 4;
|
|
*size += (ghoul2[i].mBlist.size() * BONE_SAVE_BLOCK_SIZE);
|
|
// add in count for number of bolts
|
|
*size += 4;
|
|
*size += (ghoul2[i].mBltlist.size() * BOLT_SAVE_BLOCK_SIZE);
|
|
}
|
|
|
|
// ok, we should know how much space we need now
|
|
*buffer = (char*)Z_Malloc(*size, TAG_GHOUL2, qfalse);
|
|
|
|
// now lets start putting the data we care about into the buffer
|
|
char *tempBuffer = *buffer;
|
|
|
|
// save out how many ghoul2 models we have
|
|
*(int *)tempBuffer = ghoul2.size();
|
|
tempBuffer +=4;
|
|
|
|
for (i=0; i<ghoul2.size();i++)
|
|
{
|
|
// first save out the ghoul2 details themselves
|
|
// OutputDebugString(va("G2_SaveGhoul2Models(): ghoul2[%d].mModelindex = %d\n",i,ghoul2[i].mModelindex));
|
|
memcpy(tempBuffer, &ghoul2[i].mModelindex, ghoul2BlockSize);
|
|
tempBuffer += ghoul2BlockSize;
|
|
|
|
// save out how many surfaces we have
|
|
*(int*)tempBuffer = ghoul2[i].mSlist.size();
|
|
tempBuffer +=4;
|
|
|
|
// now save the all the surface list info
|
|
for (int x=0; x<ghoul2[i].mSlist.size(); x++)
|
|
{
|
|
memcpy(tempBuffer, &ghoul2[i].mSlist[x], SURFACE_SAVE_BLOCK_SIZE);
|
|
tempBuffer += SURFACE_SAVE_BLOCK_SIZE;
|
|
}
|
|
|
|
// save out how many bones we have
|
|
*(int*)tempBuffer = ghoul2[i].mBlist.size();
|
|
tempBuffer +=4;
|
|
|
|
// now save the all the bone list info
|
|
for (x=0; x<ghoul2[i].mBlist.size(); x++)
|
|
{
|
|
memcpy(tempBuffer, &ghoul2[i].mBlist[x], BONE_SAVE_BLOCK_SIZE);
|
|
tempBuffer += BONE_SAVE_BLOCK_SIZE;
|
|
}
|
|
|
|
// save out how many bolts we have
|
|
*(int*)tempBuffer = ghoul2[i].mBltlist.size();
|
|
tempBuffer +=4;
|
|
|
|
// lastly save the all the bolt list info
|
|
for (x=0; x<ghoul2[i].mBltlist.size(); x++)
|
|
{
|
|
memcpy(tempBuffer, &ghoul2[i].mBltlist[x], BOLT_SAVE_BLOCK_SIZE);
|
|
tempBuffer += BOLT_SAVE_BLOCK_SIZE;
|
|
}
|
|
}
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
// have to free space malloced in the save system here because the game DLL can't.
|
|
void G2_FreeSaveBuffer(char *buffer)
|
|
{
|
|
Z_Free(buffer);
|
|
}
|
|
|
|
int G2_FindConfigStringSpace(char *name, int start, int max)
|
|
{
|
|
char s[MAX_STRING_CHARS];
|
|
|
|
for (int i=1 ; i<max ; i++ )
|
|
{
|
|
SV_GetConfigstring( start + i, s, sizeof( s ) );
|
|
if ( !s[0] )
|
|
{
|
|
break;
|
|
}
|
|
if ( !stricmp( s, name ) )
|
|
{
|
|
return i;
|
|
}
|
|
}
|
|
|
|
SV_SetConfigstring(start + i, name);
|
|
return i;
|
|
}
|
|
|
|
void G2_LoadGhoul2Model(CGhoul2Info_v &ghoul2, char *buffer)
|
|
{
|
|
// first thing, lets see how many ghoul2 models we have, and resize our buffers accordingly
|
|
int newSize = *(int*)buffer;
|
|
ghoul2.resize(newSize);
|
|
buffer += 4;
|
|
|
|
// did we actually resize to a value?
|
|
if (!newSize)
|
|
{
|
|
// no, ok, well, done then.
|
|
return;
|
|
}
|
|
|
|
// this one isn't a define since I couldn't work out how to figure it out at compile time
|
|
int ghoul2BlockSize = (int)&ghoul2[0].mTransformedVertsArray - (int)&ghoul2[0].mModelindex;
|
|
|
|
// now we have enough instances, lets go through each one and load up the relevant details
|
|
for (int i=0; i<ghoul2.size(); i++)
|
|
{
|
|
ghoul2[i].mSkelFrameNum = 0;
|
|
ghoul2[i].mModelindex=-1;
|
|
ghoul2[i].mFileName[0]=0;
|
|
ghoul2[i].mValid=false;
|
|
// load the ghoul2 info from the buffer
|
|
memcpy(&ghoul2[i].mModelindex, buffer, ghoul2BlockSize);
|
|
buffer +=ghoul2BlockSize;
|
|
|
|
if (ghoul2[i].mModelindex!=-1&&ghoul2[i].mFileName[0])
|
|
{
|
|
ghoul2[i].mModelindex = i;
|
|
G2_SetupModelPointers(&ghoul2[i]);
|
|
}
|
|
|
|
// give us enough surfaces to load up the data
|
|
ghoul2[i].mSlist.resize(*(int*)buffer);
|
|
buffer +=4;
|
|
|
|
// now load all the surfaces
|
|
for (int x=0; x<ghoul2[i].mSlist.size(); x++)
|
|
{
|
|
memcpy(&ghoul2[i].mSlist[x], buffer, SURFACE_SAVE_BLOCK_SIZE);
|
|
buffer += SURFACE_SAVE_BLOCK_SIZE;
|
|
}
|
|
|
|
// give us enough bones to load up the data
|
|
ghoul2[i].mBlist.resize(*(int*)buffer);
|
|
buffer +=4;
|
|
|
|
// now load all the bones
|
|
for (x=0; x<ghoul2[i].mBlist.size(); x++)
|
|
{
|
|
memcpy(&ghoul2[i].mBlist[x], buffer, BONE_SAVE_BLOCK_SIZE);
|
|
buffer += BONE_SAVE_BLOCK_SIZE;
|
|
}
|
|
|
|
// give us enough bolts to load up the data
|
|
ghoul2[i].mBltlist.resize(*(int*)buffer);
|
|
buffer +=4;
|
|
|
|
// now load all the bolts
|
|
for (x=0; x<ghoul2[i].mBltlist.size(); x++)
|
|
{
|
|
memcpy(&ghoul2[i].mBltlist[x], buffer, BOLT_SAVE_BLOCK_SIZE);
|
|
buffer += BOLT_SAVE_BLOCK_SIZE;
|
|
}
|
|
}
|
|
} |